Xbox 360 Thread XBOX 360

blastarr disse:
Parece-me perfeitamente plausível, uma campanha de trocas tipo as que acontecem na indústria automóvel, mas planeada com antecedência.
Tb não trocaram os cabos de energia da actual Xbox de graça ? Foram uns qtos milhões de unidades.

Continuo à espera do meu cabo de energia... :rolleyes:
 
Tinha que se fazer o pedido pela net...e nem todas as consolas tinham o cabo defeituoso como o blastarr disse. As minhas duas por exemplo (uma v1.6 e uma v1.4) nao acusaram nada no site. E toda a gente que conheço que tinha o cabo defeituoso, recebeu um novo (e ainda foram uns 7 ou 8 gajos).
 
A minha pelo site acusou, daí eles terem indicado que me iriam enviar, e mais tarde recebi um email a dizer que já tinham em stock o meu cabo e iriam envia-lo.


Esquece...

Também não há problema, uso outro cabo de qualquer modo.
 
Epa o video novo do PGR3 é simplesmente brutal, eu nem estava virado para comprar nenhuma consola da nova geração visto nem jogar nestas que tenho e PC (pouco tempo é fdd), mas fonix....IMPRESSIVE :D
 
......... abaixo dos 500€. Cara, sim..... mas ñ a vou deixar de comprar por causa disso. Tb ñ faço intenções de gastar mais um tusto que seja com o pc a ñ ser num HD novo até á saida do Hasta-la-vista.
 
Trailer Jogos XBOX360

No site da Xbox 360 há um video com os primeiros jogos que vão ser lançados para a consola.
Os jogos são:
Call of Duty 2
Condemned: Criminal Origins
Dead or Alive 4
Dead Rising
FIFA 06
Frame City Killer
Full Auto
Gears of War
Kameo: Elements of Power
Madden NFL 06
NBA 2K6
NBA Live 06
Need for Speed Most Wanted
NHL 2K6
Ninty-Nine Nights
Perfect Dark Zero
Project Gotham Racing 3
Quake 4
Saint’s Row
Test Drive Unlimited
The Darkness
The Elder Scolls IV: Oblivion
The Outfit
Tom Clancy’s Ghost Recon 3
Top Spin 2

http://www.xbox360.com/home.html?lang=pt-pt&region=eu&charType=latin

Cliquem no gajo de futebol americano.
 
Tive a ver o trailer dos jogos, hmmmm n sei se é da qualidade do video, mas pelo menos a nivel de graficos não me supreendeu nada em relaçãos aps jogos que já vejo por ai.
 
pelo menos os de automoveis estavam mto fixes e bastante fluidos ... a ver vamos ... mas dali so aproveitava os de carritos os FPS e o elder scrolls
 
John Carmack Speaks on Next-Gen Consoles:


id Software has begun to step up its efforts in the console development space. It's not that the company is a stranger to console development (DOOM 3 was released on the Xbox shortly after the PC, and in days past id had worked on Nintendo projects), but now id Software is getting serious and hopes to have a near-simultaneous release for its next game.

Carmack's platform of choice for console development is the Xbox 360, and he explained why. But first, a bit of history:

Back in the DOOM era of game development, high-speed graphics were coded at the register level (basically in machine language). Then, as development moved from DOS to Windows and code started being done through APIs, game development became more abstract and higher-level. Carmack remembers a frustrating time when there were literally 20 different graphics chips that game makers had to code for, but nowadays there's only two to worry about. While coding through these layers is sometimes easier, it can also be frustrating. Carmack often finds himself wondering if a mistake was "my fault, the drivers fault, or the hardware's fault?"


Carmack raved about the relative ease of developing for Xbox 360.


But the Xbox 360 was designed to have a very thin API layer. In Carmack's words, he can "basically talk directly to the hardware ... doing exactly what I want."

Here Carmack heaped praise on the decisions that Microsoft has made with the Xbox 360. "It's the best development environment I've seen on a console," he says. Microsoft has taken a very developer-centric approach, creating a system that's both powerful but easy to code for. This is in contrast to Nintendo, Sony, and (formerly) Sega, who generally focused on the hardware.

Carmack ruminated on how throughout history consoles have swung back and forth between providing high-end hardware or development tools. Until the PS1 came out, nearly everything was done at the register level, but Sony's first console shipped with tools to help speed the development process. This was in opposition to the Sega Saturn, which was very powerful but nearly impossible to efficiently code for. Then, with the release of the PS2, Sony flip-flopped: the PS2 had much more complicated hardware and you basically had to program it at the low level again. Then along came the Xbox, which didn't have low-level access but was way easier to program.

Carmack looks forward to what's coming up. "It'll be real interesting to see how this next generation pans out," he said. This time around, the Xbox 360 is coming out sooner and is easier to program; will it be enough to supplant Sony's market lead?

Single vs. Multithread Processing

Carmack points out that there could be diminishing returns with the next generation of consoles, thanks to the architecture of the hardware. Although the PS3's Cell processor is powerful, it's still a single-thread processor (unlike high-end PC processors). There's not much more technology can do to crank more speed out of a single-threaded processor. To make up for this deficiency, multiple processors are used: multithreading and parallelism is the way to go. But this isn't easy to do in games! "The returns will initially be disappointing," he explains.

It will take a long time before game developers will figure out how to get the most out of parallel processors, and in the meantime, it's going to make high-end game development more difficult -- "Not a good thing," Carmack says. There's no easy solution to this problem, no special compiler that'll take away the grunt work. "There's no silver bullet for parallel programming."


The Sony PS3.


Sony's position seems to be similar to the company's stance with the PS2: Sure, it'll be hard, but the really good developers will suck it up and figure it out. But Carmack wonders aloud: wouldn't it have been better to use multi-threaded processors to begin with?

From here, he brought the talk around to discuss alternate ways to divide up game code to take advantage of multiple processors working in parallel, and why it's difficult...

Multiple Processors for AI or Physics

Proponents of faster and faster processors sometimes argue that now that graphics are reaching their 'peak,' extra processing power can be dedicated to calculation-intensive physics or Artificial Intelligence. (Carmack relates how an Engineer at IBM told him that graphics were basically "done.") Carmack disagrees, seeing that graphics still have a long way to go. "We'd like to be doing Lord-of-the-Rings type rendering in real-time," he states. That's still an order of magnitude more than what's possible with current machines, and Carmack is looking forward to it.

That aside, Carmack spent a few minutes talking about Artificial Intelligence as something that can be offloaded to another processor for a cutting-edge game. Carmack is skeptical. AI is a very bleeding-edge science, and it can often be processor intensive, but when applied to games AI is usually a matter of scripting. What game designers want is a way to act as the 'director,' telling enemy and friendly characters where to stand and what to do. This doesn't take a ton of processing power.

Moreover, even if you did throw tons of resources toward the AI, it might not be the best thing for gameplay. For instance, writing tons and tons of code to enable monsters to hide in the shadows and sneak around behind the player would be interesting, but often these types of things could be scripted for a fraction of the effort and - for most players - the experience would be just as cool if not cooler. Carmack recounts how players of the original DOOM would think that the monsters were doing all sorts of scheming and plotting and ambushing when, in truth, they were just using the equivalent of one page of C code and running the most basic of scripts.

Artigo completo:
http://www.gamespy.com/articles/641/641662p1.html
 
GC 2005: Xbox 360 Pricing Revealed
Microsoft drops the bill at the German Games Convention.

August 17, 2005 - Today at the Games Convention in Leipzig, Germany, Microsoft unveiled the price of their upcoming next-generation system.

The new 'box will come in two flavors, a core and a fully-loaded model, and will carry two separate price points.

The Xbox 360 core system -- priced at $299.99 in the United States, ?299.99 in Europe and £209.99 in the U.K. -- will come with the console, a wired controller, faceplate, standard audio-visual cable and an Xbox Live Silver membership. An Xbox Live Silver membership allows you to create a user id, download game content, access the Xbox 360 marketplace and gives Live users the ability to chat with friends. It does not, however, allow users to play games online. To do this, Silver members must upgrade to a Gold membership.

The Xbox 360 fully-loaded system -- priced at $399.99 in the United States, ?399.99 in Europe and £279.99 in the U.K. -- will come complete with the console, a wireless controller, a 20GB detachable hard drive, a faceplate, headset, component HD audio-visual cables, an Ethernet cable, Xbox Live Silver membership and, for a limited time, an Xbox 360 media remote.

The Xbox 360 will launch in North America, Europe and Japan this holiday season. Expect to hear more about the Japanese launch and pricing at the upcoming Tokyo Game Show, which takes place in mid-September.

http://xbox360.ign.com/articles/642/642656p1.html

Se estou a perceber bem, o modelo base não vem com disco. Logo os developers não vão poder contar com ele, já que nem toda a gente vai ter.
De resto os preços parecem-me ok.
 
Sim os preços estão OK. Não bons. OK.
Acho que não será pelo preço que a X360 vencerá ou não.
Com este preço aguento-me mais uns tmepos sem comprar uma.
A MS até me parece que fará mais dinheiro no kit standard que no outro. Mas a base devia vir com disco. Percebe-se a dissociação mas o disco acho que era importante.
Venham os jogos agora.
 
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